Hello everyone!

So, I have noticed recently that I get more and more little lags despite having a very small ping (I live very close to the server) and I decided to spend my time today investigating just exactly what was going on.

I started where you would always start in this situation, firstly by profiling the client, then by investigating the JVM locks / garbage collection sweeps… everything seems fine… okay, that’s annoying. I suspected it might be something to do with the massive networking changes I recently made so I try playing with that, logs everywhere… no? Still no clue.

It’s only when I look at the load average on the server and the amount of CPU usage when it becomes clear… our little server is having a 24/7 heart attack. It’s time to retire the old girl and replace her with something significantly better. I’ve priced up a new machine that I think will carry us through to release and it comes in at just over £1500! Ouchie.

So! At the end of the month I am going to buy a new server and retire our old one, and if you would like to help I have set up a gofundme! Regardless of how close we get to the target I will be buying the server, so this is just more of a way for you guys to help out if you want to. If you don’t want to, that’s cool too!


See you on the other side 🙂


Hey everyone, a small server-side-only hotfix patch just went live to address some issues found since yesterday’s update.

Clawing my way through the updates
  • Ghosts now no longer have heal for realsies
  • Replacing an enchant no longer retains the previous one
  • All double enchanted items have had their first enchant removed
  • Fix for client crash on equipping the 100 skill back reward


Hey everyone,

This update addresses various concerns with the new resistances and the affects on balance this has had on both the game and its economy. Most materials now have a use for one enchant or another, and the resistances and monster balance has been tweaked universally across the game to make it closer to how it was prior to mob defence being removed, but without taking any damage away from anyone.

The ice slimes have built a nice extension to their dungeon
  • Fire wyrms now attack with fire
  • Ghosts no longer heal
  • Parker and Shell are open for business
  • All non-damage enchant recipes changed
  • Physical resist removed from most mobs
  • Most mobs stamina increased by 10% to compensate for increased damage due to monster defence removal
  • Fix for using a potion on death
  • Fix for an appearance exploit with skill-gated outfits
  • Server maintenance
  • Various map tweaks

This is a continuation of some refinements and progression around enchanting and adjusting to how it has affected the game. I have become increasingly aware that the start of the game (from levels 1 – 30) has really fallen behind in terms of quality and content when compared to the rest of the game, so I am going to take some time to address that this week. You can thank Egon for helping the water slimes expand their dungeon 🙂 As always, report any issues on the discord – cheers.


Hiya, me again!

This is a content, balance, and bug fix patch to address the immediate fallout of the enchanting system going live yesterday. I am planning at least 1 content expansion update to go live this week to expand areas such as ice slimes which are at the moment very popular and in need of space.

A bit cheesy
  • Fix for fire resistance only showing if physical resist was present
  • Monsters no longer have defence, they rely entirely on resistances
  • Friendly NPCs can no longer be stood on
  • All monster resistances adjusted
  • NPCs will no longer attack players transitioning between maps
  • Players transitioning between maps are now invincible
  • Hector received so many visitors he has opened a small business
  • Training weapons state they negate HP regen
  • Various map tweaks
  • Ghosts no longer use volley

Unless there are any major issues there will be no further updates until the end of the week. Please report any bugs or issues on the discord, thanks everyone!


Bit of a surprise update this one,

A while back (over a year ago) I put a lot of time and energy into writing an enchanting system that would allow monsters and players to have resistances and strengths to certain elements. The elements made it into the game but the enchanting system did not… that is, until today.

Now the elementsmean something 🙂
  • New item type “material” added
  • Over 30 new materials added, all creatures drop something and materials are all worth money
  • 4 new enchanters scattered around the world! Meet Hedge, Hog, Harvey and Squidge
  • You can enchant items with requirements over level 40 in exchange for certain materials at certain enchanters
  • Ghosts are now 9% less likely to attack spam you
  • Revenants have taken over the fortress and kindly spaced themselves out so it is a viable hunting zone

Post-update patch:

  • Revenant, Behemoth, Demon, Hellhound, Shambler and Shadow respawn time decreased
  • Sorcerers no longer drop materials
  • Ice slimes now drop Ice shards
  • Material values and weights adjusted slightly

This is really rather untested as at 3am I thought it would be a good bit of fun for me to try and get it finished and released on Sunday. I anticipate there will be some bugs, probably drop rates will need to be adjusted etc etc so as usual please post all feedback and issues you find on the discord 🙂 Good luck and happy hunting!


Happy weekend everyone 🙂

This is the final update of the month and I ran out of reported bugs to fix (wohoo!) so I took a few hours to sort out something that has annoyed me ever since it was put into the game… the Shop and Bank interfaces.

Tabs glorious tabs
  • Shop and Bank UI rewritten so you can understand it without max IQ
  • Hotkey buttons rewritten, they really should not be able to lock up now!
  • Training weapons do less damage to monsters than players
  • Fix for client crash when deleting a character
  • Fix for /WHO command behaving strangely
  • Fix for NPCs not listening to their spawn direction
  • A message is shown in map chat when a player is killed
  • Events show the correct message when ending

I hope you like the new tabs and find that your hotkeys behave themselves from now on. As always, if you find any more bugs please post them on the discord in the #bugs_glitches channel and I will take a look. Cheers,


Me again,

This is the final planned bug-fix sweep of the month, tidying up some more bits and pieces that I have been made aware of over the last few days. I am looking into making some changes to the developer tools that will help me better balance and manage monsters and their exp / loot but I am unsure if I will have this finished over the weekend.

  • Fix for disconnect when talking to a Shopkeeper when lagging badly
  • Knights no longer wear high heels
  • /who now displays the player name correctly
  • Friends should now correctly display their online / offline status
  • When changing maps with a target the target button should no longer show glitchy artifacts
  • Training weapons can now hit a max of 2% (up from 1%) as people are afking way too hard
  • The GM and moderator tools have had some slight improvements so we aren’t faffing around with commands all of the time

As always please report any bugs you find on the discord, with each update I am of course hoping to make things more stable and polished! Thanks everyone 🙂


Update: v0.4.20 has been released to address some rare client crash conditions I spotted coming through in the server logs.

Hello everyone,

This is a mid-week update to address some new issues caused by the client-side network changes that went live earlier in the week, as well as some old bugs that are long since due some attention. The list is much longer than the ones fixed tonight, and I am hoping to do at least one more bug fix update before the end of the month. Some players on slower hardware reported an increase in latency with the new client networking – this is something I take very seriously so I have done a bunch of work this afternoon to try and get those lost milliseconds back.

Line of sight has been improved
  • Performance improvements to the new client-side networking code
  • Line of sight checks are now performed both ways
  • Logging out while in combat during a map transition no longer leaves you between states
  • Arrows are now correctly consumed for misses and blocks
  • Fix for 0hp monsters / players showing if you join a map the same server tick they die
  • Friends show as offline if disconnected, even if their char is still ingame
  • Logging out with remaining actions for the current frame will no longer result in a client crash
  • Disconnected players no longer get defence exp
  • Players once again take their final step when leaving a map
  • Hotkeys will no longer cease working when you use the last item in a stack assigned to one of the buttons
  • Mana no longer shows as 0 on level up
  • Phone screens are now kept awake by the client

See you all later in the week for one last bug fix sweep before I move onto next months tasks. Thanks so much for your feedback and bug reports, you guys rock.


This release brings a massive change to the Client and how it works under the hood. Following on from the server-side rewrites from earlier this year it is now significantly easier for me to add new stuff to the game, so this will start paying dividends immediately with the party system I am set to release next month.

This is a very big change to how the client works, so there are likely to be some new bugs in unlikely places. Please post any issues you find on the Discord and I will address them in weekend releases. Thanks everyone 🙂


Hey everyone,

I have finally finished refactoring the client to use the new networking stack (the same stuff the server uses) and I am delighted to be in a position to ask you guys to test it out for me! This has been a very big piece of work, and it makes it much easier for me to add new stuff to Mirage going forwards 🙂 It is a complete rewrite of how the client handles the data it sends and receives, so there is a large chance I have totally broken some stuff. As such, I would like your help testing it!

If you are a PC player and want to contribute to Mirage, I would very much appreciate it if you could take the time to grab the test client and use it instead of the current stable client. It will still connect you to the main game server and if it is all working correctly you should notice no difference, but any issues you do find should be raised over on the discord.

The test is over 🙁

This is likely to be very broken in a lot of ways so expect lots of simple things to simply not work… if you find something that is not in the known issues list and post about it on discord you will earn yourself a scroll of your choice 🙂 Thanks so much, see you in Mirage.